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Re: SupCom 2

Posted: 23 Nov 2009, 15:52
by Gota
Google_Frog wrote:And I doubt they will be CA-style unit cannons.
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That's just...beautiful(sarcasm,for dummies like Trib).

Re: SupCom 2

Posted: 23 Nov 2009, 16:33
by AF
You wonder where they got it from?

Reemmber the TA Redux artwork I posted on my blog from that guy?

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Re: SupCom 2

Posted: 23 Nov 2009, 16:38
by Gota
LOL
Is it so impossible to think that they just came up with some stuff on their own?
Or are we to think that the people that the spring projects attracts are so unbelievably creative that none other can think of the same ideas?

Many stuff used in Spring would not be a major improvement in Supcom.
For example the Custom Formations widget.
IN Supcom It would not be so efficient on the contrary it will be in the way.
The amounts of units that you create in Supcom are way bigger than in Most mods/games in Spring.
The widget is really effective until a certain amount is reached and not beyond it.

I just see those Supcom Devs conspiring to steal idea from Spring :roll: .
If even spring mod/game devs are doing all they can to try and avoid using good idea of other projects(really sily IMO) do you really think SupCom artists/devs would be inclined to just go rummaging through other projects than to think of their own shit.

Re: SupCom 2

Posted: 23 Nov 2009, 16:52
by Tribulex
Google_Frog wrote:And I doubt they will be CA-style unit cannons.
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YOU SIR HAVE WON THE THREAD!!!!!

Re: SupCom 2

Posted: 27 Nov 2009, 12:05
by SwiftSpear
Argh wrote:It should be possible to do GPU-based pathfinding, if they treated each Unit like discrete particles, pretty much what I described months ago, and got howled at for suggesting such a thing.

And our rendering system's fine... for Units. Other than no IK support, ofc. It's the map format that's entirely 2002. Between that and the broken Unit shadows, it's really holding the engine back atm. But hey, I've been talking about this for quite some time now, and even started working on alternatives before I realized that the broken shadows made it impractical until I write a Lua-based shadow volume and abandon yet-another piece of Spring's antiquated rendering system.
Woah, you mean the spring project isn't advanced as next gen RTS projects? NO WAY MAN, YOU'VE LOST IT!